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Assessing the effectiveness of gamification in reducing domestic energy consumption: Lessons learned from the EnerGAware project
6 references·1 citing·34 second hop
Assessing the effectiveness of gamification in reducing domestic energy consumption: Lessons learned from the EnerGAware project (2019)Assessing the effectiveness of gamificati…Gamification: Predicting the effectiveness of variety game design elements to intrinsically motivate users' energy conservation behaviour (2018)Gamification: Predicting the …Gamification-based framework for engagement of residential customers in energy applications (2018)Gamification-based framework …Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency (2017)Gaming for Earth: Serious gam…Gamification and serious games within the domain of domestic energy consumption: A systematic review (2017)Gamification and serious game…Saving energy in an office environment: A serious game intervention (2014)Saving energy in an office en…Publication Manual of the American Psychological Association (2011)Publication Manual of the Ame…Using gamification and IoT-based educational tools towards energy savings - some experiences from two schools in Italy and Greece (2021)Using gamification and IoT-ba…Augmented Learning: Research and Design of Mobile Educational Games (2008)Evaluation of a pervasive game for domestic energy engagement among teenagers (2009)A systematic literature review of empirical evidence on computer games and serious games (2012)Developing a gamified mobile application to encourage sustainable energy use in the office (2018)Using a serious game to communicate risk and minimize psychological distance regarding environmental pollution (2019)‘Go with the flow’ for gamification and sustainability marketing (2021)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)International Organization for Standardization (2011)Gamification and online consumer decisions: Is the game over? (2019)The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis (2020)The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review (2022)A Theory of Cognitive Dissonance (1957)From game design elements to gamefulness (2011)A Theory of Cognitive Dissonance (2017)Gamification to prevent climate change: a review of games and apps for sustainability (2021)From Game Design Elements to Gamefulness: Defining “Gamification” (2011)Gamification in theory and action: A survey (2014)Not so gameful: A critical review of gamification in mobile energy applications (2019)Applying cognitive evaluation theory to analyze the impact of gamification mechanics on user engagement in resource recycling (2022)Gamification for sustainable consumption: A state‐of‐the‐art overview and future agenda (2024)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)PLS-SEM: Indeed a Silver Bullet (2011)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Energy and environmental efficiency of OECD countries in the context of the circular economy: Common weight analysis for malmquist productivity index (2019)Gamification Approaches for Education and Engagement on Pro-Environmental Behaviors: Searching for Best Practices (2020)How to improve user engagement and retention in mobile payment: A gamification affordance perspective (2023)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Playful interventions for sustainability awareness in educational environments: A longitudinal, large-scale study in three countries (2022)Existing tools used in the framework of environmental performance (2023)Gamification for sustainability: A systematic review of applications, trends, and opportunities (2024)A Meta-Analysis of Factors Affecting Trust in Human-Robot Interaction (2011)Effect size estimates: Current use, calculations, and interpretation. (2011)The New Statistics (2013)
this work references cited by second hop

References

  • 2011Publication Manual of the American Psychological Association3,167 cited
  • 2017Gamification and serious games within the domain of domestic energy consumption: A systematic review291 cited
  • 2017Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency243 cited
  • 2014Saving energy in an office environment: A serious game intervention169 cited
  • 2018Gamification: Predicting the effectiveness of variety game design elements to intrinsically motivate users' energy conservation behaviour159 cited
  • 2018Gamification-based framework for engagement of residential customers in energy applications148 cited

Cited by

  • 2021Using gamification and IoT-based educational tools towards energy savings - some experiences from two schools in Italy and Greece50 cited

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